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New party.

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Darth Malignus
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New party.

Post by Darth Malignus »

Human Paladin
Lawful Good
18/06
18
18
10
15
18
Large/Great Swords, Axes etc., depending on what I find.

Human Fighter, dualed to Cleric at level 6
Chaotic Good
18/96
18
18
4
18
4
Maces, maybe Hammers.

Half-elf Fighter/Druid
True Neutral
18/40
18
18
4
17
15
Large Swords, maybe Daggers.

Half-elf Bard
Neutral Evil
10
18
16
18
12
15
Crossbows, maybe Slings. Depends on whether or not I wanna use a one-handed melee weapon along with that Lyre of Progression (or whatever it's called) in the left hand or use a two-handed melee weapon.

Halfling Fighter/Thief
True Neutral
17
19
18
10
17
10
Sling, Large Sword or Dagger. The Sling will probably be replaced with Crossbows, if i decide to let my Bard use Slings.

Elf Fighter/Mage
True Neutral
18/80
19
17
18
11
8
Bows along with Great Swords or any other decent two-handed weapon I find.

So, whaddya think? Am I missing out on something? I was sort of fiddling around with the idea of getting a Cleric/Ranger, but I already got them Druid spells, so I figured a Fighter/Cleric would serve my purposes better.
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kmonster
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Post by kmonster »

It will help a lot if your first 3 characters get specialized in a ranged weapon too.
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GawainBS
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Post by GawainBS »

It would also help if those first three characters have 18/51+ in STR.
Cleric/Ranger gets a free attack if not using a shield, but he levels slower and can only become specialized in weapons.
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Darth Malignus
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Post by Darth Malignus »

Well, unfortunately I can't really control which numbers show up at Character Generation.
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GawainBS
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Post by GawainBS »

But he would still suffer from the 2 star limit on proficiency, and he'd probably miss out on his lvl 7 & 13 extra half attacks, by dualling.
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Lepto
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Post by Lepto »

I think there are a couple of problems with your selection.
How will the Paladin work with the Evil Bard?
Don't elves get a bonus for long swords? Your Elf should specialise in large swords not great swords.
Do Halflings get a bonus with slings? If they do then they should specialise in missile weapons not the crossbow.
You are going to come across quite a few daggers with bonuses/and or magic early on. By the time you come across monsters that need magic weapons to hit them. although you will have some magic weopons but but you will not have enough big stuff (swords, maces etc) for the entire party - so I suggest you start your thief with daggers.

I would also suggest you start the adventure with your paladin, human fighter or bard alone. Get them to do all the quests that do not require fighting or fighting weak opponents before they meet up with additional party members in the inn and do not form your entire party until you come up against some serious opposition. This way you will have one or two 2nd and
3rd level characters with the remainder being 1st level to tackle the tough guys rather than six first level characters. Note that your bard will enable you to earn extra experience but they will not be able to get any useful spells until after the prolog.
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ultramarine
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Post by ultramarine »

Paladin should have a range, sword and a blunt weapon to be effective. So shall all fighter classes.

Fighter dual to cleric at level 7 gives extra APR and extra point specialization. And in the case of Ranger dual to cleric, she gets druid spell access.
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Samurai84
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Post by Samurai84 »

Hi there. I'm starting a new game, want to play through IWD+HOW+TOL for the first time.

Dwarf Fighter
Human Pala
Human Cleric
Elf Ranger
Halfling Thief
Gnome Mage

Is this party any good? I'm wondring if gnomes are good for magic or should I take a human instead?

One more ? The TOL expansion contains the latest patch for IWD1?
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kmonster
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Post by kmonster »

TotL contains the latest patch.
Gnome illusionist is better than human mage. You can't cast necromancy or abjuration spells but 19 int and an extra spell per casting level do make a difference.
Multiclass your halfling thief with fighter (else he won't hit well and stop improving quite soon) and make him good aligned.
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